Welcome to the ranks of the noble and patriotic Privateer, also known as the legal Pirate. You work for your nations well being during times of war by raiding, pillaging and plundering any enemy trade ships you can find whilst taking a small profit for yourself and crewmen. Whilst your pirate contemporaries may be hung and reviled by your countrymen you are welcome to set sail without worry of the ships under your kings flag, fearing only the harsh seas, the not-yet-hung pirates, sirens and maybe a leviathan or two, not to mention battle ships of other nations.

Fighting Sail: A Privateer gets used to fighting on a ships deck using anything he can find to gain an advantage. A privateer can fight using ropes, buckets, etc. found on a ships deck as if he had the Improvised weapon feat.

Smell of Gunpowder in the Mornin': A privateer must be proficient in the use of ballistics on the ship. SoGitM gives a Privateer proficiency with gunpowder weaponry (cannons, muskets, pistols etc.) and a +2 circumstance bonus to attack rolls when using gunpowder weaponry on a ship in which he is commanding or, a crew member of.

Born Aboard (Ex): At 2nd level A Privateer adds his class level as
an insight bonus on all Profession (sailor) or (pilot) checks. Allies within sight or hearing of a Privateer add an insight bonus equal to half this number on their Profession (sailor) or (pilot) checks respectfully.

Deck-Runner (Ex): After years of being on ships the Privateer has become accustomed to the constant sways of the ship granting him the ability to charge over difficult terrain that normally slows movement or through the squares occupied by allies blocking his path. This ability enables him to charge across a cluttered ship’s deck, leap down from a higher deck, or swing between two adjacent ships to get to his target. Depending on the circumstances, he might still need to make appropriate checks (such as Jump, Tumble, or Use Rope checks) to successfully move over the terrain.

Take 'em Alive: At 4th level the privateer has become adept at capturing the enemy to be tried at the courts. A Privateer gets Improved disarm as a feat even if he does not meet prerequisites for it as long as he is wearing light or no armor.

Uncanny navigation (Sp): On reaching 4th level, you develop an innate sense for detecting and avoiding maritime hazards. You add your Privateer level as a bonus on Spot checks to notice aquatic hazards and on Profession (sailor) checks to navigate safely through them.

Steady Stance: At 5th level He is not considered flat-footed while balancing or climbing, and he adds his class level as a bonus on Balance or Climb checks to remain balancing or climbing when he takes damage.

Animal Companion (Ex): A privateer Gains an animal companion as the Ranger ability. He may only choose between Birds or a small Monkey otherwise DM's discretion.

Leadership: At 6th Level the Privateer gains Leadership as a bonus feat.

Bonus Feat: A Privateer gains a bonus feat at levels 6, 12, and 18.

Just Christened: At 7th Level the Privateer becomes captain of his own ship, the ship can cost no more then 10,000gp.

Letter of Marque: The Privateer has permission from one of the nations to raid ships form and enemy nation, and any pirate vessel he comes into contact with. This protects the Privateers vessel from any ships under the nation of which his letter derives.

Leadership bonus (Ex): Starting at level 7, the Privateers ability to Command becomes renowned making it easier for the Privateer to get followers. The privateer gets a +1 bonus to his effective character level when determining his Leadership score. This advantage increases every three levels after, + 2 at level 10, +3 at level 13, + 4 at level 16, and to a total of + 5 at level 19

Luck of the Wind (Su): Beginning at 8th level, you are able to cheat the fates on occasion. Once per day you can reroll a failed attack roll, saving throw, skill check, or ability check. You must reroll before the DM declares whether the roll results in success or failure, and you must take the result of the reroll, even if it’s worse than the original roll.On reaching 16th level, you can reroll twice per day.

Great Captain At 9th level the Privateer gains Great captain as a feat

Ride the Wind (Ex): At 10th level the Privateers control of his ship allows him to make better use of the wind increasing the speed of is boat by 20% (minimum of 5ft) and increasing the maneuverability of his vessel increasing the ships turning speed by 15%.

At the Helm (Ex): When at the helm you grant an additional +2 dodge bonus to the Armor Class of any vessel you steer or command. In addition, you can attempt saving throws using your save bonuses against spells or effects targeting your vessel. For example, if a dragon uses its breath weapon against a ship you are steering or commanding, you can make a Reflex save on behalf of the ship to halve the damage. (Normally, vessels are considered unattended objects and fail all saving throws.)

Rake (Ex): At 13th level, you increase your ability to handle a ship and maintain an advantage in naval combat.As long as you have the advantage, attacks against enemy vessels with your shipboard siege engines deal an additional die of damage on a successful attack. This die is of the same kind as the weapon normally deals: For example, a light catapult (normal damage 4d6) deals an extra 1d6 points of damage, while a ballista (normal damage 3d8) deals an extra 1d8 points.

Winds Favor (Ex): At this Level of Privateering, the Privateer may read the wind to such an extent he gets a +2 competence bonus to attack and damage rolls with Gunpowder weapons.

First-Rate: At level 14 a Privateer Acquires a Large ship that may cost no more then 40,000gp

Next to the wind (Ex): The Privateer may take 10 on any roll concerning profession (sailor, or Pilot) checks, even if he is under stress.

Commodore: At level 17, your phenomenal leadership skills allow you to assist the crews of allies’ ships as well as your own. You can use the aid another action to confer a +2 morale bonus on checks made by the crews of a
number of additional ships equal to your Charisma bonus (minimum one extra ship) within signaling distance (1 mile in clear conditions). You grant a +4 morale bonus on allied captains’ Profession (sailor) checks to gain the advantage in combat, and they gain the same benefits you confer. In addition, when aiding the actions of your own crew, you confer a +4 bonus instead of +2 on a successful check.

Sky Captain: At level 20 a Privateer may take to the skies on an airship.

Characters with ranks in <-the appropriate skills-> can research Privateers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.